Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AI Stops running?
AI Stops running?
May 18 2008, 11:07 pm
By: ZzEzZ  

May 18 2008, 11:07 pm ZzEzZ Post #1



The computer starts with a zerg insane AI as soon as the game begins... then a little further into the game, a Junk yard dog script is triggered and the computer's units start scanning the whole map... BUT (this is where the problem is) a few seconds after they start 'junk yard dogging' all the computer's units just STOP... like out of nowhere... as if the comp did a mass hold position or sumthing

i dont want them to stop and i cant figure y they are doing this >.<

the only other 'AI-like' triggers in the whole map are 'order: attack,' 'order: patrol,' the zerg AI and the junk yard dog one... soooo, ne 1 know why the comp likes to suddenly stop like that while JYD'ing?



None.

May 18 2008, 11:08 pm Symmetry Post #2

Dungeon Master

Try giving them to a different player to send on junkyard dog; my guess is that the zerg insane ai is ordering them to stop.



:voy: :jaff: :voy: :jaff:

May 18 2008, 11:09 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I'm not sure but the insane ai might do this. Stop the ai by giving all comp's units to another player.

Also preserved junkyard dog might be a problem




May 18 2008, 11:16 pm ZzEzZ Post #4



oo, so its the insane zerg doing it? ic ic

but, if i give the units to another player and then JYD'ing them, as you guys say, and giving them back... wont that stop the AI? or does it not work the same way as 'order' when changing owners?

o and its not preserved (lol made sure of that) it triggers every so often and has a DC as a cooldown timer


edit: hmmm, does the 'clear previous AI' thingy work? imma try it after trying you guys' suggestion



None.

May 18 2008, 11:17 pm Falkoner Post #5



Giving units makes them lose their AI. Are you running the JYD AI on the units using the Insane AI?



None.

May 18 2008, 11:20 pm ZzEzZ Post #6



yea, the computer starts with Zerg Insane AI then later on i give it a JYD order so that he roams the map



None.

May 18 2008, 11:20 pm Falkoner Post #7



Ah, so instead of roaming he just stands still? Try giving all his units to another player for a second or so, giving them back, then running the AI.



None.

May 18 2008, 11:28 pm ZzEzZ Post #8



hmmm, ok i was jus bout 2 try that lol, but uhm... i just realised that the computer has some units that the regular players can have too... theres not like, a quick way 2 inventory all of the comps units b4 i give them away is there? so i give back the right number of 'em... i know, stupid question lol but u know, just in case :P



None.

May 18 2008, 11:29 pm Falkoner Post #9



Do you want to like record how many there are of what? How do you want to inventory them :P



None.

May 18 2008, 11:31 pm ZzEzZ Post #10



Oh just like, how many of what unit the computer has just before i give them away... like take record the number of units, give units away, wait, give back number of units recorded



None.

May 18 2008, 11:35 pm Falkoner Post #11



Well, you can use binary count-offs to immediately move units, note that you must do it similar to what I used in this map:
http://www.mediafire.com/?hqmcmn3k4m4

I found out later the create unit was not necessary, only the remove unit at the end of each one in order to update the bring command, hopefully you can use that, and just store the amounts in death counts.



None.

May 19 2008, 12:09 am NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

just give the comp units to P9 and then from P9 back




May 19 2008, 1:55 am Flying Sagittarius Post #13



Uh... what does the order "junkyard Dog" do?



None.

May 19 2008, 2:02 am Falkoner Post #14



It makes units wander randomly, almost like critters, but faster, but it can only be used on computers.



None.

May 19 2008, 2:23 am ZzEzZ Post #15



hah, awesome... it loox like it worx... thx ppl : )

hmmm, but i also tried the "Clear previous combat data" thing and i thought 4 sure that'd do it but it didnt.... ne 1 know what that AI script is for then?



None.

May 19 2008, 2:56 am Falkoner Post #16



I've tried using it before, and I can't figure out what it's supposed to do..



None.

May 19 2008, 7:29 am NudeRaider Post #17

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

It does what it says.
Sc features learning AI's which will analyse your weaknesses and tactics and respond accordingly in a limited fashion.
Compared to current standards this is very weak and still predictable. But I remember back then it indeed made a difference compared to C&C and alike AI's.
However using the "Clear previous combat data" AI will make the comp forget everything it has "learned".
Also it might "reset the AI" so the comp will start building 1st tier units again and then steadily increase strength of attack waves, but I'm not certain about this aspect.




May 19 2008, 2:39 pm Symmetry Post #18

Dungeon Master

Quote from NudeRaider
It does what it says.
Sc features learning AI's which will analyse your weaknesses and tactics and respond accordingly in a limited fashion.
Compared to current standards this is very weak and still predictable. But I remember back then it indeed made a difference compared to C&C and alike AI's.
However using the "Clear previous combat data" AI will make the comp forget everything it has "learned".
Also it might "reset the AI" so the comp will start building 1st tier units again and then steadily increase strength of attack waves, but I'm not certain about this aspect.

Lolno? StarCraft AI cannot 'learn'. They follow a set pattern. The closest they get to 'learning' is the enemyowns_jump opcode, that tells the AI to do something if the enemy has a certain building/unit. But that's only used twice in the three standard BW AIs.



:voy: :jaff: :voy: :jaff:

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